All this with the idea of achieving a concrete game
experience, which has been defined previously in the conceptual design.
Finally, a video game's design moves a lot of information,
descriptions, explanations, drafts, graphics, summary charts, texts,
errors and corrections lists, calendars and planning, etc.
This way we need to manage many aspects such as documentation
or the managing of the different tasks inside the work teams.
This includes being up to date with how the art and programming elements are being
generated, and how they are being integrated when implementing the design.
The designer can't focus on a specific task, moreover,
it is necessary that it has the capacity of keeping a general and global vision
on the project and its design.
This way, the designer is a good help and support
towards the doubts and errors that might appear in art and programming,
and also it helps him prioritizing tasks in a more efficient way.
After commenting on the basic design tasks,
now we will talk on some aspects in a more general level.
After talking on the basic design tasks,
now we will talk on some aspects at a more general level.
Designing involves making decisions.
This ability must look obvious and simple,
but doing it in a balanced and efficient way can be really difficult.
The decisions made carry a responsibility,
as they can affect the own work as well as the others'.
We must know how to manage pressure,
trust yourself and never forget listening to the others.
In fact, design must be conceived, not as one person's will,
not as a point of view or a criteria we must follow,
but another dimension in the game in which everybody has to take part.
It is also very important being up-to-date in the video games
world and in their social and temporal context.
The designer needs to be connected to this industry's reality
in aim to be able to create in a more efficient and correct way.
Finally, you might have noticed that,
especially in this unit, we have found the 'experience' concept a lot of times.
It is a key concept, as we use it as a reference point
when creating our video game.
Although we might think that designer's objective is making video games,
there is another point of view in which we conceive the objective of creating experiences
for the player.
We will follow this point of view.
We are going to create the design elements based on the experience
we want to provoke.
In the next module we will begin giving tools to
know exactly how the player's experience is defined.
We will finish this unit talking on the formative and knowledges profile
that is required on a designer.
The first thing to point out is the fact that it is a wide profile
in which the individual must manage a lot of fields.
Obviously he must be a specialist in the video games field,
with knowledges on any of the basic specialties,
either arts or programming.
Traditionally, designers came from one of these two specializations
and ended up focusing on the design.